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extra
Sep 29, 2013, 10:53 PM
After seeing the recent and upcoming new additions and changes made to the skill trees.. I have had the urge to create my own skill trees.
So, this thread is for discussing and designing your own skill trees.

Here's some I've come up with..

Hu
[SPOILER-BOX]https://dl.dropboxusercontent.com/u/30749264/hunter%20fixed.png
Removed Skills:
Fury Critical
Flash Guard 1
Flash Guard 2
Guard Stance Poison
Guard Stance Burn

Skills Removed/Automatically Learned:
Just Guard
Just Counter
Step Attack
Just Reversal

Changed Skills:
Fury Stance
Active
Lv10
Power increased by 10%
Damage received increased by 10%

Fury S Up 1
Passive
Lv5
Power increased by 5% during Fury Stance
Damage received increased by 5% during Fury Stance

Fury Combo Up -> Combo Up
Combo Up
No longer requires Fury Stance active.
Continually performing Just Attacks increases damage bonus.
1 JA 3%
2 JA 6%
3 JA 9%
4 JA 12%
5 JA 15%

Fury S Up 2
Passive
Lv5
Power increased by 5% during Fury Stance
Damage received increased by 5% during Fury Stance

Absorption
Passive
Lv10
Damage inflicted during Fury Stance is returned as HP
0.5/1/1.5/2/2.5/3/3.5/4/4.5/5%

Guard Stance
Active
Lv10
Damage received decreased by 30%
Power decreased by 10%

Massive Hunter
Active
Lv10
Prevents flinching and being blown away.
Hits received stack up as damage bonuses. (Guard & Just Guard are also counted as a hit)
1 hits Power increased by 10%
2 hits Power increased by 20%
3 hits Power increased by 30%
4 hits Power increased by 40%
5 hits Power increased by 50%
Duration 120s
Cooldown 180s

Guard Stance Up
Passive
Lv10
Damage received decreased by 30% during Guard Stance
Power decreased by 10% during Guard Stance

New Skills:
Just Counter Up
Passive
Lv5
Just Counter's power is increased
Power 20%/40%/60%/80%/100%

Fury Risk
Passive
Lv10
Power increased during Fury Stance 2/4/6/8/10/12/14/16/18/20%
Damage received increased during Fury Stance 2/4/6/8/10/12/14/16/18/20%
Non-Just Guards will not Guard during Fury Stance.

Just Guard PP
Passive
Lv5
Recover PP on successful Just Guard
PP Recovered 4/8/12/16/20

Just Guard Charge
Passive
Lv5
Just Guards will increase Power by 20%.
Duration 5s/6s/7s/8s/9s/10s

Guard Stance Swap
Passive
Lv5
Damage received increased by 10% during Guard Stance
Power increased by 30% during Guard Stance
[/SPOILER-BOX]
Ra
[SPOILER-BOX]https://dl.dropboxusercontent.com/u/30749264/ranger%20fixed.png
Changed Skills:
Panic Shot, Mirage Shot, Stun Grenade
Max Level Reduced to 5
Max Level stats equal to lv10 versions.

Jellen Shot
Max Level reduced to 5
1/1/1/2/2 Shots
Damage reduction 0.9/0.85/0.8/0.75/0.7.
Cooldown 120/114/108/102/100
Duration 50s

PP Save Bullet
PP Consumption 0.5 at Lv10

New Skills:
Power Bullet changed to Keep Bullet
Keep Bullet
Passive
When equipped with bullet skill you can swap weapons without losing your bullets if you swap back to the rifle/launcher within 2/4/6/8/10 seconds.

Flare Shot
Active
1/1/1/1/1 Shots
Calls in a support ship that will drop one supply crate. May spawn a healing unit, full restoration unit, turret, blue ring aoe thing.. ect..
Cooldown 500/480/460/440/420

Recycle Trap
Passive
Upon successfully hitting a target with a trap you will recover the trap item by 0.2/0.4/0.6/0.8/1 chance.
[/SPOILER-BOX]
Gu
[SPOILER-BOX]https://dl.dropboxusercontent.com/u/30749264/gunner%20fixed.png
Changed Skills:
Chain Trigger
Combo is shared between targets, damage is increased depending on combo. Combo is lost if an attack or PA is not JA or if you do not attack anything for 5 seconds.
Using Chain Trigger again at 100 Combo will activate Chain Finish, similar to Katana Combat Finish.

Chain Finish
Increases Damage of Chain Finish.

Aerial Advance
Damage bonus increased to 1.5 at Lv10

Showtime Star
No longer increases PP.
During showtime, animation speeds are dramatically increased and TMG Photon Arts will shoot twice the amount of shots.
Showtime duration increased by 2/4/6/8/10 seconds.

New Skills:
Shotgun Gear
Passive
Learn Shotgun Gear. Accumulates gear when attacks hit in zero range.
Increases power of attacks.

Ground Advance
Passive
Increases damage inflicted while midair.
1.02/1.04/1.06/1.08/1.1/1.12/1.14/1.16/1.18/1.2

Focus Fire
Passive
Works with any weapon type, photon arts and technics.
Consecutive attacks on the same target increases damage by 1.3 at Lv10. Bonus is lost when attacking another target or when target dies.

Desperado
Passive
When hit, regain maximum PP by 0.1/0.2/0.3/0.4/0.5/0.6/0.7/0.8/0.9/1 proc chance.

Buck Shell
Active
Weapon: Shotgun
Loads Buck shells.
Large spread, high bullet count.
Lv.10
Cooldown 90 s
Bullets 3
Power 0.5

Dragon Shell
Active
Weapon: Shotgun
Loads Dragon shells.
Causes Burn, targets hit will explode.
Lv.10
Cooldown 90 s
Bullets 3

Slug Shell
Active
Weapon: Shotgun
Loads Slug shells.
Single shot. High damage, accuracy and range.
Lv.10
Cooldown 90 s
Bullets 3
Power 2[/SPOILER-BOX]

Krimson
Sep 29, 2013, 11:14 PM
Wonder what shotgun will be like.... > , >;
I'm no longer sure what to build anymore....

UnLucky
Sep 29, 2013, 11:21 PM
Hunter:
[SPOILER-BOX]http://i.imgur.com/im2f7fW.png

Fury Stance:
2x Damage Dealt and Received

Guard Stance:
Complete invulnerability

Step Attack, Just Guard, and all Gears by default.
[/SPOILER-BOX]

supersonix9
Sep 29, 2013, 11:22 PM
Hunter:
[SPOILER-BOX]http://i.imgur.com/im2f7fW.png

Fury Stance:
2x Damage Dealt and Received

Guard Stance:
Complete invulnerability

Step Attack, Just Guard, and all Gears by default.
[/SPOILER-BOX]

wow obv troll where other 50 skill point go

extra
Sep 29, 2013, 11:31 PM
Hahaha, no drawbacks to complete invuln for Guard Stance?!

Here's a Hu and Fo tree made by AgemFrostMage.

Yeah, I guess not. Here are some pictures of reworked skill trees I came up with awhile ago, though it assumes a level cap of 60 so more skills would be added if they ever clean slate them:

Just imagine gunslash gear in place of partisan gear advanced and imagine PP convert in place of element weak hit, which stays with techer but techer gets something else instead traded from the fire tree.

[SPOILER-BOX]http://i1198.photobucket.com/albums/aa445/wow176/NewHunterTree1_zpsf350d56d.jpg

http://i1198.photobucket.com/albums/aa445/wow176/ForceNewTree_zps8da28fc4.jpg[/SPOILER-BOX]

UnLucky
Sep 29, 2013, 11:35 PM
wow obv troll where other 50 skill point go

You're right, I revised it a little:
[SPOILER-BOX]http://i.imgur.com/Ey9UGZ9.png

Guard Stance Poison/Burn:
+1% chance per SP to negate the respective status effect when activating Guard Stance.[/SPOILER-BOX]

strikerhunter
Sep 29, 2013, 11:36 PM
^ (above Unlucky's post due to cross post)

Is that mirage escape and rare mastery force I see in a hunter tree? LOL DAH FUK?

extra
Sep 29, 2013, 11:40 PM
Uhh, I think he was just using the Fo tree as a template.
And lmao I really hope you actually put exactly 100 squares in those skills.

Krimson
Sep 30, 2013, 12:06 AM
Oh it wasn't a real tree thread, phew I had my build already planned out and got trolled XD

Chdata
Sep 30, 2013, 12:58 AM
Wonder what shotgun will be like.... > , >;
I'm no longer sure what to build anymore....

I once suggested shotguns that you can't sroll with, but the shotgun gear increases with each point blank shot you do (closer than ZRA) and at full gear gives you 2x damage, to make them compete with TMG damage.

Also change aerial advance to do damage while the player is in the air, not when the enemy is, but reduce the overall bonus it'd give because you're almost always in the air. (It'd be basically an average stance for TMG if it didn't have less dmg).

extra
Sep 30, 2013, 01:03 AM
I once suggested shotguns that you can't sroll with, but the shotgun gear increases with each point blank shot you do (closer than ZRA) and at full gear gives you 2x damage, to make them compete with TMG damage.

Also change aerial advance to do damage while the player is in the air, not when the enemy is, but reduce the overall bonus it'd give because you're almost always in the air. (It'd be basically an average stance for TMG if it didn't have less dmg).
There is already a Ground Advance at the center bottom of the tree and I had already changed Aerial Advance to give 1.5 more damage at max.

I like your Shotgun gear idea, except maybe something more interesting than a straight up 2x damage bonus. Why would you not give Shotguns s-roll?

Chdata
Sep 30, 2013, 01:26 AM
I think Sroll is more fitting to the acrobatic TMG thing, and just giving both of the weapons that makes each less unique. Furthermore, a shotgun just seems like it would make no sense with flips like that. It's a burst kind of weapon. You wouldn't be shooting a constant stream of bullets with a shotgun like you would a machine gun anyway.

Also it doesn't have to be straight up 2x damage, it'd get stronger and stronger as the gear raises until it's maxed. Any none point blank shots could lower it. And it only increases damage of ZRA strikes. The point of 2x damage for the gear, is that TMG would have Sroll arts for its "2x damage" modifier, so shotgun would need something to make it comparable to the damage tmgs do, since I don't want it to be able to sroll. TMG srolling essentially gives you half a second of waiting before you actually attack, you wait until the roll is finished so you can JA and in that time your party can probably kill a few mobs. Shotgun, no sroll, but it's even more important for you to be running towards your enemy and maintaining zero distances, which is a lag in its own way.

What I haven't been able to imagine yet, are shot gun PAs.

They'd need to come up with at least 6 to start with.

extra
Sep 30, 2013, 01:32 AM
I see, that makes the S-Roll skills exclusive to TMG.. Which means there needs to be some passive skills to help out shotguns.. Any ideas? And what would shotgun's shift be? Anything but the boring change to 2 other Photon Arts.
Maybe something to close the gap between enemies, a shoulder ram? A kick?

Chdata
Sep 30, 2013, 01:41 AM
Well, I forgot about that, but perhaps it would have to be a change between photon arts. TMGs are more like melee weapons which makes them really unique, but I can't imagine a shotgun being like that really.

The skill tree could be divvied up so that the two zra advances are more easily accessible to shotguns. We could make aerial advance give the same 1.15 bonus as those, and make two of those to go with tmgs.

Also how about this for a shift: "Focus shift".

Normally, the shotgun will have a very widespread shot range with really really low accuracy unless you're really close, but high damage. If you shift the focus though, it will be more accurate and aimed at a single point, though slightly weaker. (Better for mid/long range due to that). Also they'd be like rifles movement wise, so you can get standing snipe with them. No stepping forward on shots.

Of course, I doubt that even if sega added shotguns, they'd give it a unique shift, but who knows, they did for a lot of other weapons sort of. I doubt they'd stray from the "3 normal attacks" combo you see on all weapons.

How about an active skill for shotgunners that gives you good accuracy and damage for a limited time. Chain trigger would definitely not be a good shotgun skill, but what if we had special bullets for shotguns like we do for rifles as well. Shrapnel shot: Loads miniature explosive bullets. A short time after hitting an enemy with these, the enemy is basically full of miniature sticky bombs.

Also a PA idea: Scatter bullets, a shot that shoots bullets that can reflect off surfaces and phase through enemies.

Krimson
Sep 30, 2013, 01:59 AM
If SG had a skill to even tmg flip I'd say dash forward that has almost equal invincibilty frame and high risk but way high dmg output follow up that can be interrupted while the dash can not be. '

Ideal gunner skill is more lax version of chain trigger that goes to 200 that dmgs goes higher faster you atk and ends if you get hit. the dmg starts low but gets very rewarding at + 7

Cyron Tanryoku
Sep 30, 2013, 02:02 AM
Gunners will have a skilled called Persona, where you put one of your guns to your head
You die.

Also it is the only skill
By default gunner is god

extra
Sep 30, 2013, 02:14 AM
[SPOILER-BOX]Well, I forgot about that, but perhaps it would have to be a change between photon arts. TMGs are more like melee weapons which makes them really unique, but I can't imagine a shotgun being like that really.

The skill tree could be divvied up so that the two zra advances are more easily accessible to shotguns. We could make aerial advance give the same 1.15 bonus as those, and make two of those to go with tmgs.

Also how about this for a shift: "Focus shift".

Normally, the shotgun will have a very widespread shot range with really really low accuracy unless you're really close, but high damage. If you shift the focus though, it will be more accurate and aimed at a single point, though slightly weaker. (Better for mid/long range due to that). Also they'd be like rifles movement wise, so you can get standing snipe with them. No stepping forward on shots.

Of course, I doubt that even if sega added shotguns, they'd give it a unique shift, but who knows, they did for a lot of other weapons sort of. I doubt they'd stray from the "3 normal attacks" combo you see on all weapons.

How about an active skill for shotgunners that gives you good accuracy and damage for a limited time. Chain trigger would definitely not be a good shotgun skill, but what if we had special bullets for shotguns like we do for rifles as well. Shrapnel shot: Loads miniature explosive bullets. A short time after hitting an enemy with these, the enemy is basically full of miniature sticky bombs.

Also a PA idea: Scatter bullets, a shot that shoots bullets that can reflect off surfaces and phase through enemies.[/SPOILER-BOX]

Ooh, a wide-spread, tight-spread modes. Really cool idea.

Don't know if you looked at my tree in the first post but it's pretty much already like that. And yeah Chain Trigger is on the opposite side of Shotgun Gear.

Well yes, all of this is in mind with SEGA never adding them. It's just to enjoy the thought of it and dream... If they really added shotguns I'd bet on it being the same shift as rifles/rods/launchers/bows ect..

I've tried thinking of shotgun PAs before.. But got discouraged after seeing Additional Bullet, Diffuse Shell and Zero Distance all being basically shotgun PAs.
And even though this is all make believe, I think reflecting off surfaces is a stretch for PSO2 mechanics. Phasing through is realistic though, it would just be like Bow's Penetrating Arrow.

Hmm bullet skills for shotgun, tell me what you think and I'll add them to the tree. I think 3 is good to match the 3 s-roll skills.

Dragon Shell
3 Shots
Targets explode and cause Burn.

Slug Shell
3 Shots
High damage, high accuracy, longer range, no spread.

Buck Shell
3 Shots
Very large spread, wipes out low hp groups or deals high damage to large targets at point blank.

Meji
Sep 30, 2013, 02:19 AM
I must say, that RA tree looks kind of fun to use compared to the original one!

extra
Sep 30, 2013, 02:24 AM
[SPOILER-BOX]If SG had a skill to even tmg flip I'd say dash forward that has almost equal invincibilty frame and high risk but way high dmg output follow up that can be interrupted while the dash can not be. '

Ideal gunner skill is more lax version of chain trigger that goes to 200 that dmgs goes higher faster you atk and ends if you get hit. the dmg starts low but gets very rewarding at + 7[/SPOILER-BOX]
I like this idea, maybe instead of it being on a single target, its on any target as long as you never stop shooting enemies(Like a Devil May Cry combo meter except it increases your damage). And instead of Chain Finish it would be similar to Katana Finish so when you use Chain Trigger again you will do a super version of Messiah Time that does damage according to the Chain Finish passive.


[SPOILER-BOX]I must say, that RA tree looks kind of fun to use compared to the original one![/SPOILER-BOX]
Thanks, I put a lot of thought into it.. If only it was real..

Chdata
Sep 30, 2013, 02:44 AM
"Additional Bullet, Diffuse Shell"

Grenade Shell --> Launcher

Therefore, shotguns.

Anyway, someone go make a mod of some Phantasy Star game so we can put in all this stuff.

Anyway, who says shotgun really needs its own version of CT anyway. Though, I do like the idea of it having something that isn't restricted to one enemy. This would make it less restricted than CT, since CT is only single target. You could get the burst bonus for shotgun against multiple enemies.

How about making it a JA combo dependent thing. If you miss a JA, you just lost your bonus. Instead of 3 shots then a reload, you can shoot continuously, but the shots get faster and faster sort of like knuckle gear. If you miss a JA, you lose it all. Otherwise, you get to have extremely fast shot speed for a while until it times out. Charged PAs also get a speed charge effect flame s charge from the Fo tree, during this burst. How about normal damage being boosted during the duration of this, while using a PA ends it. A real JA combo.

It reminds me of the infinity boots in Paper Mario. You can get 100 hits, but if you miss once after like 20 hits, you lost the rest.

Eternal blaster?

extra
Sep 30, 2013, 02:49 AM
CT thing is response to Krimson's post. It isn't a shotgun version of CT, it is a replacement to CT.
JA dependent, great idea. Adding that now.

Check my post above, what do you think about the 3 Shotgun bullet skills?

Chdata
Sep 30, 2013, 03:03 AM
I dunno about seeing it as a replacement, because TMGs shoot tons of shots at a time which works with a skill like CT. But I figure shotguns would fire slower and a lot of bullets at once. I dunno if each bullet would count separately which would then make it work for CT a little more, but it seems unfitting which is why I think there'd have to be a mirrored shotgun type thing.

As for the shotgun bullets, sounds neat ;p

extra
Sep 30, 2013, 03:50 AM
Added the shotgun shells and another launcher shot for fun.
And I think there is too much on the gunner tree for another CT exclusively for shotgun. This new CT is much more versatile and viable beyond a few points. And with this you don't have to be strictly shotgun or TMG and can swap between them during CT.

I'd like to start a Fi one but I have no idea what to do with all of those Slayer and Crazy skills..

Lostbob117
Sep 30, 2013, 02:49 PM
Question: Are you using photoshop to make the pictures of the tree?

extra
Sep 30, 2013, 04:17 PM
Haha nope, just basic default Paint. I'm sure they could look much nicer with Photoshop and some more effort.

Lostbob117
Sep 30, 2013, 04:54 PM
Haha nope, just basic default Paint. I'm sure they could look much nicer with Photoshop and some more effort.

Ah, well I found this thing to make one, almost done making what I'll do to the hunter tree... I'm doing so much to it...

Lostbob117
Sep 30, 2013, 11:38 PM
https://dl.dropboxusercontent.com/u/110465980/pso2%20pictures/hunterreworktree.JPG

Anything I don't talk about stays the same. If the max Lv changes for one, but I don't mention it then it's the same but the scaling is different; it still reaches it's max lvl as it was before.

The gears: Requires LV10 to Lv it up. (I don't think you should have to go through the tree to get these)

War cry: Attracts all enemies to you as their priority target.

I want the Lvs to be low so you can have a variety of ways to play hunter, such as sacrifice damage for tankiness and vice versa.

What I did pretty much is put all the offense to the left, defense in the middle and utility on the right end.


Err... I think I did an okay job on explaining it. Thoughts? (I know this won't happen, but it would be cool if the hunter tree was like this.)

extra
Oct 1, 2013, 03:49 AM
Hunter does need better variety options but this is just giving all the skills. Everybody would be capable of too much, getting all of the Fury & Just Attack skills plus Iron Will, Halfline and Absorption. It makes Hunter an even more must-pick subclass than it already is.

Lostbob117
Oct 1, 2013, 06:02 AM
Hunter does need better variety options but this is just giving all the skills. Everybody would be capable of too much, getting all of the Fury & Just Attack skills plus Iron Will, Halfline and Absorption. It makes Hunter an even more must-pick subclass than it already is.

Yeah.. Probably leave fury at 0/10, but leave the guard at 0/5.

Rien
Oct 1, 2013, 06:10 AM
I'd remove just guard and just counter from the hunter tree altogether and give it to them innately LIKE THE OTHER MELEE CLASSES GET TO HAVE.

Zenobia
Oct 1, 2013, 06:39 AM
I'd remove just guard and just counter from the hunter tree altogether and give it to them innately LIKE THE OTHER MELEE CLASSES GET TO HAVE.

Don't just remove just guard and just guard cancel remove step atk to and give that to them innately I shouldn't have to spend a damn skill point for that either.

Same for just reversal.

extra
Oct 2, 2013, 01:43 AM
Made a Hu tree,
[SPOILER-BOX]https://dl.dropboxusercontent.com/u/30749264/hunter%20fixed.png
Removed Skills:
Fury Critical
Flash Guard 1
Flash Guard 2
Guard Stance Poison
Guard Stance Burn

Skills Removed/Automatically Learned:
Just Guard
Just Counter
Step Attack
Just Reversal

Changed Skills:
Fury Stance
Active
Lv10
Power increased by 10%
Damage received increased by 10%

Fury S Up 1
Passive
Lv5
Power increased by 5% during Fury Stance
Damage received increased by 5% during Fury Stance

Fury Combo Up -> Combo Up
Combo Up
No longer requires Fury Stance active.
Continually performing Just Attacks increases damage bonus.
1 JA 3%
2 JA 6%
3 JA 9%
4 JA 12%
5 JA 15%

Fury S Up 2
Passive
Lv5
Power increased by 5% during Fury Stance
Damage received increased by 5% during Fury Stance

Absorption
Passive
Lv10
Damage inflicted during Fury Stance is returned as HP
0.5/1/1.5/2/2.5/3/3.5/4/4.5/5%

Guard Stance
Active
Lv10
Damage received decreased by 30%
Power decreased by 10%

Massive Hunter
Active
Lv10
Prevents flinching and being blown away.
Hits received stack up as damage bonuses. (Guard & Just Guard are also counted as a hit)
1 hits Power increased by 10%
2 hits Power increased by 20%
3 hits Power increased by 30%
4 hits Power increased by 40%
5 hits Power increased by 50%
Duration 120s
Cooldown 180s

Guard Stance Up
Passive
Lv10
Damage received decreased by 30% during Guard Stance
Power decreased by 10% during Guard Stance

New Skills:
Just Counter Up
Passive
Lv5
Just Counter's power is increased
Power 20%/40%/60%/80%/100%

Fury Risk
Passive
Lv10
Power increased during Fury Stance 2/4/6/8/10/12/14/16/18/20%
Damage received increased during Fury Stance 2/4/6/8/10/12/14/16/18/20%
Non-Just Guards will not Guard during Fury Stance.

Just Guard PP
Passive
Lv5
Recover PP on successful Just Guard
PP Recovered 4/8/12/16/20

Just Guard Charge
Passive
Lv5
Just Guards will increase Power by 20%.
Duration 5s/6s/7s/8s/9s/10s

Guard Stance Swap
Passive
Lv5
Damage received increased by 10% during Guard Stance
Power increased by 30% during Guard Stance
[/SPOILER-BOX]

UnLucky
Oct 2, 2013, 02:07 AM
So Fury Stance can give you at most 160% damage while taking 145%

But Guard Stance can give you 130% damage while taking 54%

(you've got some inconsistent notation, with 30% and 0.3, can get a bit confusing)

And Just Counter would give you an additional 280% damage, or 336-560% during Massive Hunter.

Also making Fury Combo not require Fury Stance and dropping it down to 10%... is exactly the same as JA Bonus. Literally no difference besides the name.

extra
Oct 2, 2013, 02:20 AM
Yeah I didn't take the time to calculate the results, thanks for that.
I'll fix up the inconsistency with the percents.

Oops, those are pretty ridiculous numbers but I just thought it needed to stronger compared to Gunner when they can S-Roll whenever while Just Guard needs the enemy to strike first.

Combo Up I didn't really write through all the way. It's supposed to increased damage per JA Combo, rather than any JA. So for example the third JA would be stronger than the first JA.

EDIT: Okay I think it's better now.

boomboom
Oct 2, 2013, 11:20 AM
i just want hp regen when guarding
one incredibly powerful
because im stupid

ohpz
Oct 8, 2013, 07:06 AM
I'd just keep the current skill trees and cut them all down to 5 points is max level instead of 10 (same bonuses as now). The 5 point prereqs would drop to 2 points, and the 3 and 2 point prereqs would drop to 1 point.

Example all class assuming level 65 cap on current tree (prereqs are wrong, remember 5/5 would be max): http://ryuhiroshi.funpic.de/pso2/skillcalc.php?05gGb3Ikb3Ikb3Ikb3Ikb3Ikb3Ikb3Ikdt0i bkIqBqFrB5dIsbnrFfqnIb00000jebrBqoboqs5brAqqIo0000 ibrDrFfqsbni2bnr0000IdBeFrFbsrAbqqngBbp00064OI2eFr FqnrAbsbnbsIb00006kbIdrFfdsI2rFqsrFIo00006ebdB4Sdn 52eFrBrIrF0006



Alternatively for FO I'd drop all of the elemental mastery 1 and 2s from the tree completely and buff tech charge 1 & 2 plus tech JA advance to 1.2 to compensate (I really hate having to specialize into 1 element at a time or not quite min/max hybrid, terrible design). Remove dark/light/wind masteries as well and replace them with more melee oriented main/subclass options on the left side(near wind), and more tech options on the right where dark is now. This is where you'd make up for the slight loss in damage from losing elemental masteries, maybe a TCA 1 and 2 for TE at 1.1 modifier, a slight damage increase overall. TE is a convoluted mess (or rather most of these skill trees are in general).

Example fo/te assuming level 65 cap with 10/10 as max (with 15 points returned since flame, ice, and bolt masteries don't exist): http://ryuhiroshi.funpic.de/pso2/skillcalc.php?05uDb3Ikb3Ikb3Ikb3Ikb3Ikb3Ikb3Ikjdt9 bIn0000000lb000009b000009b00000f4OI22XqxqnwIbncAIk 00008kb6dsI2J2qx5kIb00007b00000f

Or just Remove skill trees completely. Balance weapons / units / PAs / Techs around that. It'd be more interesting to main/subclass if you hit hard without skill tree crutches such as fury stance, or weak bullet. Better yet redesign them as actual skill trees, not 'passive damage buff' trees. Think Diablo 2 or Dungeon Fighter Online. Skill trees would add powerful active skills on cool downs for different weapon / element types in addition to the already existing PAs and techs.

Taking it even further, give me that 'all class' class from that video where you can use any weapon at any time...

gigawuts
Oct 8, 2013, 07:46 AM
I'd just keep the current skill trees and cut them all down to 5 points is max level instead of 10 (same bonuses as now). The 5 point prereqs would drop to 2 points, and the 3 and 2 point prereqs would drop to 1 point.

Example all class assuming level 65 cap on current tree (prereqs are wrong, remember 5/5 would be max): http://ryuhiroshi.funpic.de/pso2/skillcalc.php?05gGb3Ikb3Ikb3Ikb3Ikb3Ikb3Ikb3Ikdt0i bkIqBqFrB5dIsbnrFfqnIb00000jebrBqoboqs5brAqqIo0000 ibrDrFfqsbni2bnr0000IdBeFrFbsrAbqqngBbp00064OI2eFr FqnrAbsbnbsIb00006kbIdrFfdsI2rFqsrFIo00006ebdB4Sdn 52eFrBrIrF0006



Alternatively for FO only I'd drop all of the elemental mastery 1 and 2s from the tree completely and buff tech charge 1 & 2 plus tech JA advance to 1.2~ to compensate (I really hate having to specialize into 1 element at a time or not quite min/max hybrid, terrible design). Remove dark/light/wind masteries as well and replace them with more melee oriented main/subclass options on the left side(near wind), and more tech options on the right (where dark is now). TE is a convoluted mess (or rather most of these skill trees are in general).

Example fo/te assuming level 65 cap with 10/10 as max (with 15 points returned since flame, ice, and bolt masteries don't exist): http://ryuhiroshi.funpic.de/pso2/skillcalc.php?05uDb3Ikb3Ikb3Ikb3Ikb3Ikb3Ikb3Ikjdt9 bIn0000000lb000009b000009b00000f4OI22XqxqnwIbncAIk 00008kb6dsI2J2qx5kIb00007b00000f

This, at least for the HU tree, is perfect. You aren't forced to choose a full fury tree or important things like gear and just guard. You can get a few tanky skills without sacrificing offense, too.

Instead you choose between dedicated tank and dedicated offense.

That's ideal.